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Post by Zyraen on Jul 16, 2019 23:26:39 GMT 8
PHILEAS PHOKTH - Init +5 "Space Tourist" L10 Necron Lord (Moderately Armored) Default 441 / HP 25 WP 5 Expertise 3 AC 20 / Fort 14, Reflex 19, Will 18 HP 65 / Reserves 2 / Reserve Value 16 Willpower 5
Str1 Con0 Dex0 Int6 Wis2 Cha3
Slayer Bonus 13 (Sec5 L5Bonus2 Deadly4 Lethal2) using dice option 3d6 + 1 / 11.5 Slayer Brutal 18 (Sec5 L5Bonus2 Deadly4 Lethal2 Brutal5) using dice option 4d6 + 2 / 16 Healer 11 + 1d6 (Pri6 Dedicated5 L6Bonus1d6)
Skills : Stealth 6, Hacking 10, History 10, Investigation 9, Perception 7, Deception 7, Persuasion 7
Virtues : Civil, Pacifist, Tactful Vices : Evasive, Vindictive
FEATS Proficiency) Light Armor Class) Tesla Specialist : Tesla weapons increase crit range by 1 and gain high crit keyword Free) Deadly Slayer (Slayer) Free) Dedicated Healer (Healer) 1) Lethal Slayer (Slayer) 2) Talent (Fortitude) 3) Hidden Striker 4) Unguarded Precision 5) Brutal Advantage (Slayer) 6) Deathmark Training (Multiclass): Steath +5, ignore forced targeting and attack penalties from forced targeting/marks
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ATTACK PROFILE
RBA or CA) Tesla Attack : +12-13 vs AC (Pri6 Exp3 Prof2 Talent1 RBA1) / +15-16 vs AC if unguarded Reg Dmg : 1d10 + 13 (Pri6 Exp3 Gloves2 Armbands2) Slayer Dmg : 1d10 + 14 + 3d6 Brutal Dmg : 1d10 + 15 + 4d6 Dmg 1d10 + 13 / 24.5 / 29 +1d6 vs Moderate +2 if bloodied
CA) Rapidshot Tesla : +12 vs AC / +15 vs AC Reg Dmg : 1d10 + 7 (Exp3 Gloves2 Armbands2) Slayer Dmg : 1d10 + 8 + 3d6 Brutal Dmg : 1d10 + 9 + 4d6 Dmg 1d10 + 7 / 18.5 / 23 +1d6 vs Moderate +2 if bloodied
CA) Synaptic Disintegrator: +10 vs Fortitude (Pri6 Exp3 Prof2 1Talent -2Abil) Hit: 1d10 + 11 / 22.5 / 27 +1d8 vs Light +2 if bloodied
SA-Relic) Binding Bolt: +10 vs Reflex (Pri6 Exp3 Prof2 -1Abil) Hit: 2d12 + 11 / 22.5 / 27 +2 if bloodied
MBA) Volstroyan Bayonet : +13 vs AC (Pri6 Exp3 Prof3 1Talent) Hit: 1d8 + 11 / 22.5 / 27 +2 if bloodied
MBA) Scarabs : +12 vs AC (Pri6 Exp3 Prof2 1Talent) Hit: 1d8 + 11 / 22.5 / 27 +2 if bloodied
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ABILITIES
CA) Flensing Tesla CA) Rapidshot Tesla CA) Synaptic Disintegrator R) Phase SA1) Coiling Tesla SA2) Defensive Shot SA3) Snap Shot SA4) Tesla Overdrive SM1) Scarab Swarm
SA-Relic) Binding Bolt
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MODULES ( ie MAGIC ITEMS ) Relic) Tachyon Gauntlet (occupies Arms slot) L2 Helm of Ranged Redoubt : +1 with RBAs L7 Piercing Sight Tesla Rifle +2 : ignore partial concealment L6 Armbands of Ranged Redoubt : +2 item bonus to damage L5 Hammering Gloves : +2 damage when targeting AC L4 Weed Out the Weak (Bloodcrazed) Specialised Training : +2 damage against bloodied enemies L2 Spring Heel Module (Adroit Stand Boots) : stand as swift
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L10 UP USAGE 12 UP : 144 Base -> 165 Traits 21 UP : SA1 SA2 SA3 SA4 SM1 12 UP : 6 feats 16 UP : 40 ie 8x 5HP 61 UP Total
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Post by Zyraen on Jan 10, 2020 0:09:40 GMT 8
This post will be used to track Trees relevant to Phileas.
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COMMON ABILITY, GENERIC
CA) Chainsword Melee Weapon Pri Trait vs AC Hit: 1W + Pri Trait damage Special: When attacking as a Std action and you miss, roll a d6. On a 6, you may attack as a free action with Chainsword.
Chainsword, Melee 1H, Prof2, Bonus attack on 6+
CA) Bayonet Melee Weapon Pri Trait vs AC Hit: 1W + Pri Trait + Sec Trait damage Special: This is a melee basic attack.
Volstroyan Bayonet, Melee 2H, Prof3, 1d8 damage, can only be attached to a two-handed ranged weapon.
Remarks: discussed with GM, can be taken without occupying a CA slot, but only use base weapon profile without bonus Sec Trait damage when making a melee basic attack.
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NECRON TESLA ABILITIES Keyword: Moderately Armored
Tesla Rifle: 1d10, Prof 2, Bonus 1d6 vs Moderately Armoured, Lightning Damage, Ranged 10/20 Tesla Carbine (Exotic): 1d10, Prof 3, Bonus 1d6 vs Moderately Armoured, Lightning Damage, Ranged 10/20
All following attacks are only usable with Tesla Rifle / Tesla Carbine. Thus have Weapon, Lightning keywords where applicable, all deal extra 1d6 damage as it is effective against moderately armored targets. Scarab attacks are untyped and not super-effective against any type.
Special Rule : Tesla Specialist, increases crit range by 1, and gains High Crit keyword (on crit, deal an extra 1W damage. This increases by 1W at Levels 11 and 21. Note this extra 1W is not automax and must be rolled)
CA) Arcing Tesla Weapon, Ranged 5 (3 attacks vs 3 creatures) Pri Trait vs AC Hit: 1d6 + Pri Trait damage and the target is unguarded until ENT. Special: This attack is done with a Tesla Rifle/Carbine but does less damage. Effectively average of 2 less.
CA) Flensing Tesla Weapon, Ranged 5 Pri Trait vs AC Hit: 1W + Pri Trait + Sec Trait damage.
CA) Rapidshot Tesla Ranged 5 (2 attacks) Pri Trait vs AC Hit: 1W damage
Racial) Unwavering Will No Action, Personal Trigger: While you are Bloodied, you make a d20 roll you don't like. Effect: You add your Sec Trait to the the result. This may change the outcome.
Edit : Approved by GM on 08 Jan 2020 12:43, changed from below Reserve Value to Bloodied.
SA1) Coiling Tesla Free Action Trigger: You hit or miss with a Tesla attack Effect: If you initially missed, you gain Sec Trait ability bonus to the attack roll. If you initially hit, the target takes extra damage equal to your Sec Trait and is slowed (SE).
SA2) Defensive Shot Interrupt Trigger: A creature hits you with an attack Effect: You make a following attack against the triggering enemy. Weapon, Ranged 5 Pri Trait vs AC Hit: 1W + Pri Trait damage, and target takes Sec Trait penalty to triggering attack roll. Special: This does not provoke OAs from the triggering enemy.
SA3) Snap Shot Swift, Personal Effect: You make an RBA. If you are under the effect of SA4, when you make an RBA (including that granted by this ability), you can instead use a CA from this tree. You may do this up to half Sec Trait times while your SA4 is in effect.
SA4) Tesla Overdrive No Action, Personal Effect: Until ENT, you can use a swift action to make an RBA, and the once per turn limit on Brutal Advantage, Deadly Slayer, and free action attack are uplifted.
SM1) Scarab Swarm Keyword: Companion Effect: You gain a medium scarab swarm companion that has fly speed 6 and melee basic attack using weapon profile melee1, Prof2, 1d8 weapon size. It appears within 5 squares when activated as a swift action, and is removed from play if you fall unconscious. You may use a swift action to turn the medium swarm into a huge swarm, or back again. In huge form it does not occupy its space, and squares that it occupies count as difficult terrain, even for fliers and its allies. It also provides no cover, but creatures in its space or looking through it are affected by partial concealment. It cannot attack while in this form, but enemies take Sec Trait damage for each square within the huge scarab swarm that they willingly enter. Scarab Swarm may be dismissed as a swift action, but if it is huge when dismissed, it is only dismissed at ENT.
Edit: Bold portion discussed on 09 Jan 2020 at 00:16 hrs. In GM's words, it is "Though if it is in huge form, it lingers for an additional round before fully dispersing.
SM2) Mindshackle Interrupt Trigger: An enemy within Sec Trait squares of you hits you with a ranged or melee attack Effect: The enemy makes the triggering attack against another creature that is a legal target for the triggering attack, which cannot be itself, and the attack is not rerolled. If the attack misses the new target, it is resolved against you instead, but this ability is not expended.
Edit: Bold portion discussed on 10 Jan 2020 at 10:29 hrs, to be "reliable"
SM3) Phaseshift Swift, Personal Keyword: Warpway Effect: You are removed from play until you choose to return to play as a free action. You may return to play in order to use an interrupt or make an OA. When you return to play, you reappear within double Sec Trait squares of where you vanished, and all enemies are unguarded against you until ENT. Note that while you are removed from play, your companion may not take any actions as you are not directing it. You may expend this ability to succeed at Reanimation Protocols, if you have the feat.
SM4) Temporal Accelerant No Action, Personal Effect: Until ENT, your speed is doubled. You also gain an extra turn's worth of actions (ie an extra standard, move, swift) during this turn.
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NECRON DEATHMARK ABILITIES Keyword: Moderately Armored
Synaptic Disintegrator: 1d10, Prof 2, Bonus 1d8 vs Moderately Armoured, untyped Damage, Ranged 10/20
All following attacks are only usable with Synaptic Disintegrator, except for SA1 as specifically worded. Thus have Weapon keyword (untyped damage) where applicable, all deal extra 1d8 damage as it is super effective against lightly armored targets.
Unique Mechanic: Unerring Accuracy You ignore forced targeting from enemy abilities as well as the accuracy penalty of disobeying marks. (Note: You still provoke punishment for disobeying said mark)
Unique Feat: Ethereal Interception When an enemy appears within Burst 5 of you as the result of an ability with the Warpway keyword, you may make an attack of opportunity against them. This attack can be ranged, and does not provoke attacks of opportunity from the triggering enemy.
CA) Synaptic Disintegrator Ranged 10 Pri Trait -2 Vs Fortitude Hit: 1d10 + Pri Trait Untyped Damage. If the target is lightly armoured, this weapon deals an additional 1d8 damage. Special: If the target is within half range or less and you hit the target, roll a d6. On a 6+, the target suffers a mortal wound.
Racial) Phase Swift, Personal Keyword: Warpway Effect: You are removed from play until SNT. You return to play within half Sec Trait squares of where you were removed from play.
SA1) Weakness Exploit Free Trigger: You hit with a Necron Ranged Weapon. Choose one of the following: - The target takes an extra 2W damage. Do not include supereffective damage. - The target takes a Mortal Wound if your weapon is already supereffective against it.
Remarks: Mortal Wound is 25% of Std HP to enemies.
SA2) Hyperspace Strike Focus 1 Round Before SNT, you may expend your interrupt to perform this attack. Ranged Sight Pri Trait Vs AC Hit: 2W (1d10) + Pri Trait + Sec Trait Damage. If the target is Lightly Armoured or Moderately Armoured, this attack deals an additional 1d10 damage. If the target is Insubstantial or Ethereal, ignore those statuses (deal full damage) and deal an additional 1d10 damage. Special: Usable as a Std action, reduced to Ranged 10, for Sec Trait less damage and no additional damage against armor type.
SM1) Blink Keyword: Warpway Move Action Teleport Sec Trait Squares to an unoccupied square you can see.
SM2) Necrodermis Armour Interrupt You gain Insubstantial until SNT.
SM3) Dimensional Oubliette Interrupt You are removed from play till SNT. You reappear within an unoccupied square not further than Sec Trait Squares from the square that you vanished in. When you reappear, your first attack is treated as if the target was unguarded against your attack.
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Tachyon Gauntlet An ancient piece of Necrontyr weaponry, the devastating power of the Tachyon Gauntlet has lain low countless titans and struck fear into the heart of the wielder's foes across the bloody pages of its history.
Master: Phileas Current Concordance Level: 6
Binding Bolt (1/Enc) Ranged 10 Pri Trait -1 Vs Reflex Hit: 2d12 + Pri Trait Force Damage. The target is immobilised till ENT and slowed till he / she takes a standard action to remove the bolt. The bolt can be removed by Solo Purge.
Weapon Harmonics Requires Concordance Level 10 or higher The Tachyon Gauntlet links into Phileas' weapon systems, ensuring that each shot landed is inescapably lethal. You gain Brutal 1 with all weapons.
Tachyon Arrow (1/Level) Requires Concordance Level 20 Mortal Wound Ranged Sight Pri Trait Vs AC / F / R / W (Lowest) Hit: 3d12 + Pri Trait + Sec Trait Force Damage Miss: Half Damage Special: The target is always unguarded against this attack and does not benefit from any cover or any concealment against this attack. If the target is larger than medium, you may repeat this attack against the target for each square it occupies, and for each extra attack that hits after the first, it takes an extra 1d12 damage. If any attack is a crit, the attack is a critical hit. If the target has the Void Shields keyword, ignore all defensive bonuses that the target has.
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Post by Zyraen on Jan 10, 2020 0:28:19 GMT 8
STARTING GEAR : 500 IC, wargear and one L5 or lower magic item Tesla Carbine (L5 Adaptive Weapon +1) Chainsword 100 Holy Oils x3 50 Module 15 Rope 300 Spring Heel Module (L2 Adroit Stand Boots) : stand as a swift action Balance 35 IC
AFTER FIRST ARC AT L5 -> L6 found Holy Oil x1 35+1125 IC = 1160 IC available 600 IC for L5 Hammering Gloves : +2 damage when attacking AC 15 IC Grappling Hook (added to previous Rope) 150 IC Field Repair Kit 30 IC Knotted Rope + Grappling Hook 30 IC downtime for Rumors, 2 days Balance 335 IC
AFTER 2ND ARC AT L6 -> L7 335+1275 IC = 1610 IC available 300 IC for L2 Helm of Ranged Redoubt : +1 item bonus to atk with RBAs 500 IC for Specialised Training L4 Bloodcrazed : +2 damage rolls vs bloodied targets Balance 810 IC
AFTER 3RD ARC AT L7 -> L8 810 at end of L6 Arc -62 spent on Arena matters -30 spent on replacing Rope & Grapple -15 spent on replacing Rope 3175 gained 1050 from selling Adaptive Tesla Rifle (1000 x 0.75 + 600 x 0.50 = 750 + 300 = 1050) 4928 overall available for Level Up purchases -2500 for Piercing Sight Tesla Rifle +2 (1500 L7 + 1000 Rifle) -2000 for Synaptic Disintegrator Balance 428 IC
AFTER 4TH ARC AT L8 -> L9 428 at end of L8 Arc 1500 gained -1000 for L6 Armbands of Ranged Redoubt upg to Tachyon Gauntlet Relic (and 4 DT) Also carrying 1 Melta 1 Psykout grenades Balance 928 IC
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Post by Zyraen on Mar 9, 2020 10:53:00 GMT 8
L11 Devastator A B 5 HP F) Doombringer - Sec Trait - Adept Slider SA4
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